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Story Structure & 
Character 
Development 


for 

Interactive & Immersive 



Screenwriter-Interactive Designer 


Definitions: Scenario & Course of 
Action 


• Scenario: 

>A scenario is a description of 
the area, the environment, 
means, objectives and events 
during a specified time 
frame related to significant 
event(s) of interest. 

> Scenarios may contain one 
or more Courses of Action 
(COA). 



Source: Sim to C4I interoperability (SIMCI) Value 
Methodology Workshop focused on Scenario 
Generation, 18 August 2002 


Definition: Story 


A story is a complete dramatic 
action - and in good stories, the 
characters are shown through 
the action and the action is 

controlled through the 

characters, and the result of 
this is meaning that derives 
from the whole presented 
experience. 

— Flannery O'Connor, Mystery and 
Manners 


Critical Aspects of Story 


• A complete dramatic action 

• The characters are shown through 
the action 

• The action is controlled through the 
characters 

• The result of this is meaning that 
derives from the whole 


Critical Aspects of Story: Drama 


* A complete dramatic action 

> Illustrates an idea or theme by grounding it in 
human experience 

> Shows the forces at work in the conflict 
between a character's goals and the obstacles 

> Provides the power that drives events forward 

> Engages the emotions that reflect and 
reinforce... 

• The significance of the theme 

• The characters' struggle to attain their goals 

• The meaning and resonance of events, their 
climax and resolution. 


Critical Aspects of Story: Character 


• The characters are shown through the 
action 

> Characters define themselves by their actions 

> Characters' actions invite us to anticipate their 
future actions under certain circumstances 
(and sometimes be surprised). 

• The action is controlled through the 
characters 

> Characters are driven by their needs and goals. 

> A Character's efforts to overcome obstacles and 
attain his goals drives the dynamic of conflict. 


Critical Aspects of Story: Meaning 


* The result of this is meaning that 
derives from the whole 

> A lesson or moral 

> An understanding of the human condition 
and the nature of human experience 

• Story integrates various elements and 
aspects of human experience 

• Story can provide an interpretation of that 
experience 

• The interpretation: A doorway to 
understanding - both practical and 
emotional 


Story structure and technique: Application 
and utility for training 


• An effective medium for 
understanding and explaining 
warfighting and operational 
experience in general 

> Identifies and presents significant events 

> Illuminates the forces and dynamics that 
determine conditions and outcome 

> Shows the relationship of cause and effect 

>• Raises lessons to high definition 

> Makes all of these elements vivid and 
memorable 


Screenplay Structure: Story Arc 


ACT ACT 2 

1 


ACT 

3 


Crisis 


Progressive 

Comglicatio 


Clima 



Resoluti 

on 


x 


Incitin 

g 

I 


Inciting Incident: The first major 
event of Jthe telling, is the primary 
cause for all that follows. It puts 
iutn^motion the Qfhnr elements of 
the story arc: Progessive 
complications. Crisis, Climax and 
Resolution. 


Ref: STORY by Robert McKee 


Screenplay Structure: Story Arc 


ACT 

1 


ACT2 


Progressive 

Comglicatio 


Act 2 
Climax 

Mid-Act 

Climax 


Incitin 

g 

Incide > 

X/ 


Act 1 
Climax 


Crisis 


ACT 

3 


Clima 



Resoluti 

on 


x 


Progressive Complications 


The protagonist(s) must struggle 
and overcome the complications 
that ^threaten l/is success. 

The story advances through 
conflict. 

The progression builds by drawing 
upon greater and greater 
capacities from characters... 
putting them 
greater nsR. 


IcKee 


Screenplay Structure: Story Arc 


ACT 

1 


ACT2 


Progressive 

Comglicatio 


Incitin 

g 

I 


ACT 

3 


Crisis 


Clima 



Resoluti 

on 


A state of 
things in 
which a 
decisive 
change on 
way or the 
other, is 
impending. 


Lajos Egri, The 
Art of Dramatic 
Writina 


K 


Crisis: The protagonist is face to 
face with the most powerful, 
focused forces of antagonism in 
his existence. 


A true dilemma that requires a 
decision. 

The protagonist is under 
maximum pressure. 


The protagonist's decision reveals 
the 


Screenplay Structure: Story Arc 


ACT 

1 


ACT2 


Progressive 

Comglicatio 


Incitin 

g 

I 


Crisis 


ACT 

3 


Clima 



Resoluti 

on 


x 


Climax: 

A culmination. 

A crowning major reversal 
(success or failure/ 

•Should appear inevitable based on 
what has gone before. 

Full of meaning. 


Ref: STORY by Robert McKee 


Screenplay Structure: Story Arc 


ACT 

1 


ACT2 


Progressive 

Comglicatio 


Crisis 


Incitin 

g 

I 


ACT 

3 


Clima 


Resolution: 



Resoluti 

on 


x 


The place to climax subplots. 

Can show the spread of climactic 
effects. 

NOTE: In military training 
and simulation 
applications, this would be 
an End State. 


Ref: STORY by Robert McKee 


Screenplay Structure & Military 
Reality 


• How dramatic structure in the 
screenplay paradigm can frame the 
progression and impact of significant 
events in a real world scenario. 

• Example: Mapping the Battle of 
Mogadishu to screenplay structure. 


Battle of Mogadishu 


ACT 

1 


ACT2 


Crisis 


Incitin 

g 

I 


Progressive 

Comglicatio 



i Act 1 Climax; Wolcott BH 
Figfi?rng delays pull 
Wferabs targets 
Launch TF 

(Clan Leaders) 

Spotted 


Main Story Arc 


ACT 

3 


Clima 


Resoluti 

on 

A 


Ref: BLACKHAWK DOWN 
screenplay by Ken Nolan; STORY 
by Robt. McKee 


Battle of Mogadishu: Main Story Arc 


ACT 

1 


Incitin 

g 

Incide 


ACT2 


Progressive 

Comglicatio 


Crisis 


ACT 

3 


Clima 



Resoluti 

on 


x 



Mid-Act 2 Climax: Durant BH 

— U.^^^ftvoy becomes 
Soinatis race to crash 
Act latltemax: Wolcott BH 

Figfi?rng delays pull 
Wferabs targets 
Launch TF 

(Clan Leaders) 

Spotted 


Ref: BLACKHAWK DOWN 
screenplay by Ken Nolan; STORY 
by Robt. McKee 


The Mid-Act 2 Climax 


"Soldiers learn to sense when a situation begins 
to go sour, when the options start to slip away 
and the enemy gains the upper hand... 

Military historians dignify this phenomenon by 
talking about culminating points in operations... 

Grunts have their own term, characteristically 
laconic — losing it. 

The special operators lost it in Mogadishu, 
Somalia, at precisely 1629 on Sunday, 3 October 
1993, when the second U.S. helicopter went 
down." 

— Death Ground: Today's American Infantry in Battle, 
Daniel P. Bolger 


Battle of Mogadishu: Main Story Arc 


ACT 

1 


Incitin 

g 


Incide 


ACT2 


Progressive 

Comglicatio 


Crisis 


ACT 

3 


Clima 



Resoluti 

on 


x 


Act 2 Climax: TF Ranger 

Somalis overru n^fflBfififl /s 
Conwashlsifctdon effort to reach 

LostRjUSflJy abandons search for 1 st 

■ Midl^flgdcflaiiax: Durant BH 
U.J$i4^ftvoy becomes 



Soinatis race to crash 
™ Act latltemax: Wolcott BH 

Figfi?rng delays pull 
Wferabs targets 
Launch TF 

(Clan Leaders) 

Spotted 


Ref: BLACKHAWK DOWN 
screenplay by Ken Nolan; STORY 
by Robt. McKee 


Battle of Mogadishu: Main Story Arc 


ACT 

1 


Incitin 

g 


Incide 


ACT2 


Progressive 

Comglicatio 


Crisis 


ACT 

3 


Clima 



Resoluti 
T&Tsafe at 
StadiAim 


Form/laun(S££§9$§le 


dium 

X 



Act 2 dtoragty TF Ranger 

Somalis overrunH^ffiBSft's 
Conwashlsaitdon effort to reach 

LostPjgftflJy abandons search for 1 st 

Midl^flgdcflaiiax: Durant BH 

— U.^^^ftvoy becomes 
Soinatis race to crash 
™ Act latltemax: Wolcott BH 

Figfi?rng delays pull 
Wferabs targets 
Launch TF 

(Clan Leaders) 

Spotted 


Ref: BLACKHAWK DOWN 
screenplay by Ken Nolan; STORY 
by Robt. McKee 


Mogadishu: Training Scenario 
Options 


Within the same master scenario, different plot lines 
offer a variety of tasks & challenges for different levels 
of training. 

• Main Plot Line 

> Sgt. Eversmann commands Chalk Four 

> Small unit tactical focus 

• Subplots 

> TF CDR Steele: Mission C2 

> Delta operators 

> Lt. Col. Bill David's 2 BN, 14th inf rolls to 
the rescue 


Interactive Story Design: Use the 
Screenplay Paradigm 


• Define the crisis and climax and work 
backward 

> Define the setting and overall performance 
challenge 

> Given the trainee's (the protagonist) 
assigned goal and the setting and situation, 
define the ultimate crisis that would 
threaten to defeat his efforts. 

> Define failure and success and how to 
reflect either in terms of a story event and 
media as the climax (note: sometimes this is 
easier to do after creating the complications 
and outcome variables in Act 2). 


Interactive Story Design: Use the 
Screenplay Paradigm 


* Define the complications and obstacles 
that trainees must overcome as they 
approach the crisis. 

> The learning objectives should be the basis 
for complications and obstacles. 

> Some complications can be created solely for 
the purpose of keeping the narrative dramatic 
and the challenge high. 

>The Trainee's resources and positioning for 
success at the crisis point can be based on 
how well he/she has managed each 
complication. 

> The complications should grow in magnitude 
in order to maintain the dramatic power of 
the story line. 


Interactive Story Design: Use the 
Screenplay Paradigm 


• Determine the act climaxes 

> In addition to bringing the dramatic 
progress of the story to high definition, act 
climaxes function as intermediate outcomes 
and checks for progress. 

> Determine variable possibilities for each 
climax based on a success/failure equation 
drawn from trainee performance related to 
each complication. 

> Determine the story event and media 
representation that presents each climax. 


Interactive Story Design: Use the 
Screenplay Paradigm 


• Determine the inciting incident 

> This is the incident which launches the 
story and its embedded continuing 
challenge. 

> If the subject matter provides the 
opportunity, consider choosing a striking or 
dramatic moment that provokes a sense of 
something at stake. 

> It could be a single event or message or a 
close order cascade of information which 
creates a sense of urgency or simply 
unease as it rapidly sketches the shape of 
the challenge. 


Interactive Story: Volume and Depth 
of Content 


• Lower volume, less depth 

> Skills & Drills 

> Procedures 

• Higher Volume, more depth 

> Behavior in complex environments (TOC, 
CP, etc.). 

> Intellectual skills (analysis, creating COAs, 
interpretation of information & activity in 
the Battle Space). 

> Interpersonal communication, negotiation 
(Civil Affairs, liaison with locals & orgs in 
AOR). 


Interactive Design 


• Skills & Drills/Procedures 

> Basic branching throughout: choices, intermediate 
outcomes and final outcome. 

> Example: Battle drill flow charts. 

> Story line is the spine of the interactive presenting 
key challenges, context for the making a choice. 

> Software program can capture choices for 
feedback and correction. 

> Can build coaching function in (toggle on/off 
depending on "crawl, walk, run" status of trainee). 


Interactive Design 


• Complex environments (TOC, CP, etc.) 

> Branching for options and outcomes can be 
confined to key points in the scenario. 

> In the face of worthy challenges, processing 
information and problem solving on a team 
level is inherently immersive and interactive. 

• Interactive design supports this by 

♦ Providing provocative and challenging story 
events and information that cascade into the 
environment and keep the team members’ 
heads in the game. 

♦ making a rich body of story-based information 
available for mining via interactive tools and 
input devices. 


Interactive Design 


• Complex environments (TOC, CP, etc.) 
(Cont.) 

> In the face of worthy challenges, processing 
information and problem solving on a team 
level is inherently immersive and 
interactive. 

• Branching to options and outcomes comes 
into play when the team inputs its work 
product. 

• Example: Team mines interactive 
environment for info, processes it into 
visualization and/or COA, then inputs it as a 
FRAGO or Sit Rep. The scenario advances as 
a result. 


Interactive Design: Coaching 


• If the application is drill, correct, 
repeat, coach can be a pop up as 
needed. 

• If the application involves a story with 
complexity and depth, coaching should 
be disguised as natural source of 
information in the story environment. 

> Making the coaching function too obvious 
might work against the immersive qualities of 
the story & environment. 

> Virtual characters in the environment can warn 
or correct in the same way their real 
counterparts would in an operational situation. 


Interactive Design: Keeping the 
Trainee on TracE 


• Artificial constraints make the story and 
its world less real. 

• Constraints should be "real world" and 
grounded in the story. 

• Direct Trainees to options with prompts 
based on story and characters 

> To pull the trainee in a certain direction, offer 
options, information or opportunities that 
trainee must attend to in order to move toward 
his goal. 

> Command elements, resources (intel, recon) 
can provide directives and info that shut down 
certain pathways/options and highlight others. 


DISCUSSION